




Oops the translation is there didn't translate the last line with the () about the 1.20 updating now.





Hello Reinheart, just want to inform you Yoshi-P has posted a new series of discussion about leveling playstyle.
http://bit.ly/lLTx5T
In this post he confirmed camp BW "big three" will be nerfed and as it breaks balance for a long time.
He think the GL should give SP as clear reward for the first place.
In exchange, the field mob hunting PT (as FF11), along with "raid of bestman's stronghold", "guard the chocobo", "hamlet" are all possible SP gaining contents in the future (the process will span from 1.18 to post-1.20).
- They are planning to change GL as ticket that can be saved (such as FF11 assault?)
- Anima and moving cost will not be touched until airship and chocobo goes live.
- The "tired" (spare SP?) will not be fixed in 1.18. After 1.18 goes live he will announce in letters.
http://bit.ly/iQlPbr
In this post someone ask "why keep BW big three so long as you already know its balance breaker?"
Yoshi-P says he cannot just nerf it without the whole plan.
フォーラム右上の開発者投稿、こまめにチェックしよう。





Thank you, I was just reading thatHello Reinheart, just want to inform you Yoshi-P has posted a new series of discussion about leveling playstyle.
http://bit.ly/lLTx5T
In this post he confirmed camp BW "big three" will be nerfed and as it breaks balance for a long time.
He think the GL should give SP as clear reward for the first place.
In exchange, the field mob hunting PT (as FF11), along with "raid of bestman's stronghold", "guard the chocobo", "hamlet" are all possible SP gaining contents in the future (the process will span from 1.18 to post-1.20).
- They are planning to change GL as ticket that can be saved (such as FF11 assault?)
- Anima and moving cost will not be touched until airship and chocobo goes live.
- The "tired" (spare SP?) will not be fixed in 1.18. After 1.18 goes live he will announce in letters.
http://bit.ly/iQlPbr
In this post someone ask "why keep BW big three so long as you already know its balance breaker?"
Yoshi-P says he cannot just nerf it without the whole plan.It sure fixes the problem/cheat where you can just drop the GL and redo again to gain more SP. I know people going to complain about that one but it always had me thinking it's not right for a MMORPG with this kind of flaw. (I used it too couple times LOL)





Regarding GL, gaining rank - most likely this will get translated by Bayohne so you can either wait for that one or this one, or what Kristina_Farron posted sums it up![]()
One done... two more to go...プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,
皆さん、ご意見や懸念点のディスカッションありがとうございます。
リーヴとランク上げについてですが、レターに記載した通りリーヴは「達成時に報酬」という
本来あるべき形へ調整しています。つまり「リーヴリンク&放棄」で稼ぐ、という部分は、
修正対象となっています(はっきり書いた方が良いですよね?)。
Thank you all for your comments and fears regarding this.
Regarding the Leves, just as posted on the letter, Leve's should of been where you get the "reward on completion" and being adjusted to that way. So "levelinking and cancelling" (the GL) will be corrected. (Should make it clear right?)
(If you didn't know some people grouped up and linked leves where you kill lots of mobs and before finishing the leve cancelling, that way you can take the leve again on next leve restart.)
吉田の価値観から言えば、それは「バランスが崩れている」状態なので、
ローンチ時に存在していたポリシーを変更し、パッチ1.18以降、
リーヴ達成時に、しっかり修錬値を得られるようにしました。
これをリーヴ単体で見て下方修正だろうと言われれば、その通りだと思います。
From my point of view this was "Broken Balance" so the policy that existed at launch of this game will change after 1.18 patch. You will gain enough SP after completion of the leve, if you look at this as single leve then sure it will look as a downgrade.
ソロで依頼を完了し、報酬を貰うリーヴに対して、
パブリックフィールドでの「パーティによる狩り」と、
クエスト達成による修練値稼ぎは、今後どんどん強化します。
最低限それが「普通」だと思っているからです。
ただ「吉田が考える普通のランク上げ方法のコンテンツバランス」に至るまで、
作業量的に1.20くらいまで継続してかかるだろうと思います。
While solo players get rewards after completing leves, we will make more changes towards "Party Hunting" in public field or SP's gained after completing quests will be made also. (translation might be wrong here)
I think at least this much is standard.
But looking at amount of work needed, it will be till (about) 1.20 to reach my goal of "what I think how the balance of standard rank growth content should be"
蛮族砦攻略、チョコボ護衛、ハムレットなど、ミニコンテンツの計画も進んでいます。
パブリックフィールドに徘徊するモンスターの配置調整、レベル調整、
リワード調整、REPOP間隔調整も、バトル改修と並行して進めています。
ギャザラーは1.18で修錬値の獲得計算式に修正が入ります。
クラフターも1.19のレシピ改修で、ランク上げはアイテム製作と共に、
楽しくできるようになると思います。
We also have mini contents such as beastmen fortress, chocobo defense, hamlet.
Along with fixing the battle, adjustment to positions and level of mobs in public fields,
Reward adjustment, (mob) repop adjustments, are being worked on.
Gatherers will see SP gain calculation changes.
Crafter will also see craft recipe change in 1.19, and making so you can enjoy gaining rank while crafting items.
ですが、物量的にパッチ1.18では、まかないきれないため、
一時的に「全体的に修錬値マズくなったぞ!」というシチュエーションは
出るかもしれません。我々も全力で修正に取り掛かっていますので、
その際、是非皆さんのお力も、フォーラムを通じてお貸しください。
FFXIVを隅々までプレイされている、皆さんの声も、推進の大きな力になります。
There may be a temporary situation where you may think "Overall SP got bad" since we can't put everything into 1.18. We are working as much as we can to have these changes done fast, please help us through the forums. It is a big help from everyone, and those who play FFXIV thoroughly.
レターでご報告しようと思っていましたが、現在の「プレイスタイルを縛られている感覚」も
無くすべく1.18から改変が開始されます。
アニマは移動バランスの観点で、今すぐ触れにくいですが(他スレッドでポスト済み)、
デジョンコスト、疲労度(潜在値)辺りも同様に根本修正します。
特にリーヴの「毎日やらないと損をした感覚になる」については、
チケット制による貯蓄などを検討し、1.19に向けて仕様の改修をスタートさせています。
(詳細は1.18リリース後のレターでまた詳しくお話しさせてください)
Was planning to post this in the letter but the feeling of being tied to specific play style which we have currently will start changing with 1.18.
From anima transportation, we can't touch it right away (posted on another thread already), Warp Cost, Fatigue system will also have changes.
Specially the "if you dont' do the leve everyday you will lose type of feeling" is being worked on to be changed in 1.19 (working to make it happen by 1.19) where we're looking into a ticket system (keeping more leve's??)
(For more details will talk about it after the 1.18 release)
などなど、1.18から本格的にスタートする大改修は、長い道のりになります。
皆さんにお叱りを受けることもあるかと覚悟の上で(できるだけ避けたいですが;-;)、
総合判断をしながら、皆さんとFFXIVの未来のために、進んでいこうと思っていますので、
引き続きのプレイとフィードバックを宜しくお願いいたします!
It will be a long way on the large-scale changes which will start from 1.18; we understand some may get angry (would like to avoid as much as possible ; - ; )
Please continue to play and give feedback so we can make decisions for the future of FFXIV with everyone!
Last edited by Reinheart; 07-01-2011 at 03:09 AM.




"You will gain enough SP after completion of the leve, if you look at this as single leve then sure it will look as a downgrade."
"There may be a temporary situation where you may think "Overall SP got bad" since we can't put everything into 1.18."
"But for if you look from users point of view and know that this is weird, it should be implemented as fast as possible even if the changes are good or bad changes."
and we wonder why people have been saying that we need to get the sp while we can get it. hmmm wonder who got flamed for the use of the change for the sake of change regardless if the change is good or bad?
in his own interview promoting his new concepts he uses the words those statements? the new system can be looked at as a downgrade? the sp will be bad? and changes are being thrown in whether they are good or bad? thank goodenss i won't be doing much leveling on the new system until cap increases.
http://crystalknights.guildwork.com/





Question about camera rotation speed being different depending on distance of your character.
カメラの回転速度が微妙なのですが、なんとかなりませんか?
Camera rotation speed is weird, is there any solution?
現状、自キャラに最寄りで1周するのに1秒かかるとしたら、自キャラから最遠視点で1周するのに4~5秒くらいかかります。
Currently when own character is closest to rotate fully it takes about 1 second, but when furthest away it will take about 4-5 seconds.
が、寄りや引き関係なくカメラの回転速度を一致させられませんか?
寄りや引きでカメラの回転速度が違うってのがなんか操作的に気持ち悪く違和感を感じます。
Is it possible to make the camera rotation speed same no matter what distance you're at?
The control feels a bit weird when camera speed is different depending on what distance you're in.皆さん、こんばんは。
Good Evening Everyone,
カメラの回転速度についてですが、現在の仕様ではPCとカメラの距離に関係なくカメラの移動速度が同じになっているため、PCとカメラの距離が近い場合、PCを中心に1周カメラがまわるのは早く、PCとカメラの距離が遠い場合遅くなっています。
Regarding camera rotation speed; currently the the camera movement speed is same regardless of the PC's distance, therefore when the PC and Camera is close the rotation speed is faster but when further it is slower.
こ の件について開発チームに確認したところ、まずパッチ1.18において距離に関係なくおおよそ同じ時間でカメラが1周できるよう、距離によりカメラ速度を あげる調整を行います。ただこの調整によりカメラ速度が速く感じてしまう場合ももちろん考えられます。それについては、追っての対応になってしまいます が、コンフィグにおいて任意に速度を設定することができるようにしていきますとのことでした。
Checked with the dev team regarding this; in patch 1.18 will make changes so the timing will be the same no matter how close/further distance they are, but because of this change the camera speed may feel faster. For that we are planning to add a setting in configuration screen to be able to change the speed.
inb4 people complain about motion sickness and want it changed back.



Thank you for the translations Reinheart! You rock!





Imo asked why the emote list UI is so badly made; I also posted on this thread suggesting where users can customize the order of emotes, or adding icons to the emotes and being able to put that in action bar since some people like to use it that way also. (yes macro's work too... I know) but anyways Rep responded so here's the translation.
せっかく種類たくさんあるのに、縦一列に並んで上下で選択って、かなりありえないUIだと常々感じています。
Although there are lots to choose from, I cannot believe how the UI is made so the list only shows up as a one column list
大雑把なカテゴリーに分けたり、アナログスティックでグリグリ回して選択したり、よく使うエモートはすぐに選択できるように順番変えたりと、いろいろ工夫の使用があると思います。
Separating them into categories, or using analog stick to rotate and selecting, or emotes you use often being able to use faster/easier, changing order. I think there are better way to do this.
こんにちは。
Hello,
エモートリストのソートや、それとは別に自分自身で並び順を自由に変えられるようにしてほしいというご意見を開発チームに伝えてきました。
Brought up the suggestion you all had to the dev to see if they can add emote list sorting, or be able to arrange the list in any order you want.
エ モートリストはクラスやプレイヤーの性別など人それぞれよく使うエモートが違うので、自由にカスタマイズできる方向性で対応を検討しています。ただしUI として実装するのには時間がかかってしまいますので、しばらくの間はテキストコマンドですばやくエモートが行えるよう、短縮コマンドの追加を実装すること で対応したいと思います。
We are currently looking into this so it's freely customizable as everyone uses different emotes depending on the class, player, gender. But to add it as a UI will take some time, so for the time being we are planning to add shorter text commands so you can use the emotes faster.





Pikuumin and others has requested to add more to the auto-translator function since current system is limited and although they want to play with NA players they are having hard time communicating. In Japanese version/language like for example there is quest fight Devilet AVY, in German and French it shows same AVY so it's still possible to know which guildleve the JP guy is talking about but for some odd reason, only the US version shows "Corpus Adamance" so when JP guy asked AVY? NA guy had no clue.
Whats the correct name for the translator in English? I used to just call it auto-translator.
Original thread link: http://forum.square-enix.com/ffxiv/threads/14532
こんにちは。
Hello,
定型文の追加について、開発チームに確認してきました。
Checked with the dev team regarding the translator function
リーヴ クエスト名の定型文辞書への追加をはじめ、その他コミュニケーションをよりとりやすくなるような定型文についても今後順次追加していきますとのことでし た。(文章にするとちょっと短くなってしまいますが、開発チームでもきちんと把握していますし、大切な案件だと思っています。)
We are planning to add more and more, for starters adding leve quest names into the dictionary, and other words/terms to make other communications easier. (Writing this in description seems short but dev team knows this is very important suggestion and acknowledges it.)
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It sure fixes the problem/cheat where you can just drop the GL and redo again to gain more SP. I know people going to complain about that one but it always had me thinking it's not right for a MMORPG with this kind of flaw. (I used it too couple times LOL)



